Here Riot, I fixed Lee for you.
Right now, Lee does not have any meaningful weaknesses (and before Lee mains flock in to defend him, Riot themselves stated so). He's tons of fun to play, but could be fun without being overbearing as hell. He just needs a weakness, opening to punish him for messing up instead of just having him troll away with 2 mobility tools, 1200-unit knock back and 350 MS.
Passive: Flurry 40% attack speed >> 40/70% attack speed 15 energy return >> 15/20 energy return for 2 hits
Context: In order to give Lee a weakness IMO one of best things to do should be looking at his energy costs. This does several things: keeps him in check by not allowing him to do too many things at once and actually incorporates his passive as a vital part of his gameplay. As such, his passive gets a buff.
Q: Sonic Wave Cost: 50 energy >> 80 energy Damage: 50/80/110/140/170 (+0.9 AD) >> 50/70/90/110/130 (+0.7 AD) ADDED: Hitting a target with Sonic Wave refunds 30 energy.
Context: If he misses Q he shouldn't just be able to catch you anyway with his high base MS and other abilities. This nerf limits his abilities if he misses Q, which is right now a no-risk high-reward ability.
Q: Resonating Strike Damage: 50/80/110/140/170 (+0.9 AD) (+8% missing HP) >> 50/70/90/110/130 (+0.7 AD) (+12% missing HP)
Context: For being a low-CD, low cost skill, his Q deals absurd damage. 340 is one of highest base damages for any basic spell in the game, yet it also has one of highest scalings and a missing HP ratio. This brings it down to still respectable 260 + 1.4 AD, while also increasing missing HP ratio. This makes it weaker for engaging but better in prolonged fights or chasing.
W: Safeguard Energy cost doubled when used to ward-hop.
Context: Ward-hop wasn't even intended to be in his power budget originally, and has become really obnoxious with introduction of trinkets (might as well rename Warding totem into Flash totem for Lee). Instead of flat-out removing it, its cost is increased to prevent him from having a (another) get-out-of-jail-free card if he commits to a fight and fucks up.
W: Iron Will Unchanged
R: Dragon's Rage Cost: 0 energy >> 100 energy Cooldown: 90/75/60 >> 90 at all ranks Damage: 200/400/600 (+2.0 bonus AD) >> 150/325/500 (+1.8 bonus AD)
Context: This ability is turned from a no-brainer-use-every-fight into something you'll have to think when and where to use. -Addind a high energy cost, combined with ward hop cost increase means Lee is no longer able to instantly Q>W>R your teammate. Instead, he'll have to do 2 Flurry AA's after W. This opens place for counter play while still allowing a good Lee to do his job. -Damage and CD nerds are well deserved. For a potentially AoE hard CC it really should not have an execution-ult grade damage and such a low CD that it is ip every fight.
============================================= Lee now has to manage his resources carefully, creating openings for you to retaliate. Skilled Lee players will still be able to outplay you and do their job well, but he needs longer to do his combo and his escapes are limited, which means you have a window to capitalize on his mistakes. Current Lee can't be outplayed if he knows his champion sheerly because of how overloaded his kit is without a meaningful weakness. This needs to be fixed. Lee may be extremely fun to play, but I think I speak for most of the community when I say I'm sick of him in every game, be it an E-Sporst stream or just a normal.